a-robots-conundrum/robotgame/level4.py

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# This file is part of ROBOTGAME
#
# ROBOTGAME is free software: you can redistribute it and/or modify it under the
# terms of the GNU General Public License as published by the Free Software
# Foundation, either version 3 of the License, or (at your option) any later
# version.
#
# ROBOTGAME is distributed in the hope that it will be useful, but WITHOUT ANY
# WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
# A PARTICULAR PURPOSE. See the GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License along with
# ROBOTGAME. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# level1.py
# --------------------
# date created : Fri Aug 10 2012
# copyright : (C) 2012 Niels G. W. Serup
# maintained by : Niels G. W. Serup <ns@metanohi.name>
"""
The fourth level.
"""
import os
import pygame
import random
import re
import itertools
import level
import player
import tile
import block
import lever
import mirror
import laser
import misc
import worldobject
import logic.lasermirror as lm
from logic.direction import *
class Level4(level.Level):
def __init__(self, game, graphics_dir, paused=False):
level.Level.__init__(self, game, graphics_dir,
size=(64 * 16, 48 * 16), paused=paused)
self.dimensions = 16, 16
for i in range(self.dimensions[0]):
for j in range(self.dimensions[1]):
self.tiles.append(
tile.Tile(self, i*64, (j+1)*48,
self.imgs['indoor%d' % random.randint(1, 6)]))
self.draw_background()
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self.playfield = lm.generate_simple_playfield(16)
for (x, y), t in self.playfield.items():
x1, y1 = 64 * x, 48 * (y + 1)
if isinstance(t, lm.Source):
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self.objects.append(block.Block(self, x1, y1,
self.imgs['block3'],
movable=False))
continue
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def mir(b, x1, y1):
def f(x, y):
def g(setting):
self.playfield[(x, y)] = lm.MirrorLeft \
if self.playfield[(x, y)] is lm.MirrorRight \
else lm.MirrorRight
self.generate_lasers()
return g
return mirror.Mirror(self, x1, y1, b, links=[f(x, y)])
self.objects.append({
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lm.MirrorLeft: mir(True, x1, y1),
lm.MirrorRight: mir(False, x1, y1),
lm.Lever: lever.Lever(
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self, x1, y1, [lambda setting: self.generate_lasers],
toggling=True,
anim='lever_leftright' if x in (0, 15)
else 'lever_updown'),
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lm.Target: block.Block(self, x1, y1, self.imgs['block3'],
movable=False),
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lm.Blocker: block.Block(self, x1, y1, self.imgs['block1'],
movable=False)
}[t])
mirrors = list(filter(lambda obj: isinstance(obj, mirror.Mirror),
self.objects))
levers = list(filter(lambda obj: isinstance(obj, lever.Lever),
self.objects))
random.shuffle(levers)
for l in levers:
m = min(mirrors, key=lambda m: misc.manhattan_dist(
(m.x, m.y), (l.x, l.y)))
mirrors.remove(m)
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l.links.insert(0, (lambda m: lambda setting: m.rotate())(m))
self.generate_lasers()
self.player.set_pos(64 * 7, 48 * 2)
self.player.set_init_pos()
def restart(self):
for obj in self.objects:
obj.reset_pos()
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def generate_lasers(self):
self.lasers_orig = lm.generate_lasers(self.playfield)
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self.lasers = []
for ((x0, y0), (x1, y1)), direc in self.lasers_orig:
self.lasers.append(laser.Laser(
self, (x0 * 64, y0 * 48),
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(x1 * 64, y1 * 48), direc))
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def draw(self, window):
self._blit_background(window)
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objs = self._sorted_objs(self.objects + self.lasers)
self._after_sort(itertools.groupby(objs, lambda obj: obj.y + obj.z))
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for obj in objs:
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obj.draw(window)
self.darkness.draw(window)
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def _after_sort(self, objss):
for objs in objss:
self._after_sort_line(objs)
def _after_sort_line(self, objs):
is_special = lambda obj: isinstance(obj, mirror.Mirror) or isinstance(obj, laser.Laser)
specials, nonspecials = filter(is_special, objs), filter(lambda obj: not is_special(obj), objs)
return nonspecials + self._sort_line_specials(specials)
def _sort_line_specials(self, objs):
print(objs)
return objs
# def _compare(a, b):
# types = map(type, (a, b))
# if a.y + a.z == b.y + b.z:
# if isinstance(a, mirror.Mirror) and isinstance(b, laser.Laser):
# return 1
# if isinstance(b, mirror.Mirror) and isinstance(a, laser.Laser):
# return -1
# # if mirror.Mirror in types and laser.Laser in types:
# # if not isinstance(a, laser.Laser):
# # a, b, swapped = b, a, True
# # else:
# # swapped = False
# # laser_direc = a.laser_direction
# # if a.p0[1] < a.p1[1]:
# # laser_direc = Down # instead of Down
# # if a.p0[1] > a.p1[1]:
# # laser_direc = Up # instead of Up
# # mirror_direc = Left if b.left_up else Right
# # result = 1 if _is_laser_behind_mirror(mirror_direc, laser_direc) \
# # else -1
# # result = -1
# # return result if not swapped else -1 * result
# if a is laser.Laser and b is not laser.Laser:
# return 1
# if b is laser.Laser and a is not laser.Laser:
# return -1
# return 0
# return -1 if a.y + a.z < b.y + b.z \
# else 1 if a.y + a.z > b.y + b.z else 0
def _is_laser_behind_mirror(mirror_direc, laser_direc):
return {
(Left, Up): True,
(Left, Left): True,
(Left, Down): False,
(Left, Right): False,
(Right, Up): True,
(Right, Right): True,
(Right, Down): False,
(Right, Left): False
}[(mirror_direc, laser_direc)]